About Gaming The gaming industry has achieved immense success worldwide, evolving from board and video games to games that incorporate the most advanced technologies such as 3D simulations, virtual reality (VR), and augmented reality (AR). The use of gaming hardware and software and the popularity of consumer electronics such as PCs, mobile devices, and gaming consoles have led to the development and commercialization of the gaming industry. The availability of a number of gaming peripherals such as gaming keyboards, consoles, and controllers also enhances the interactive experience for gaming enthusiasts. Technavio’s analysts forecast the global gaming market to fall at a CAGR of around (7.63%) during the period 2017-2021. Covered in this report The report covers the present scenario and the growth prospects of the global gaming market for 2017-2021. To calculate the market size, the report considers the revenue generated from different gaming platforms. The market is divided into the following segments based on geography: • Americas • APAC • EMEA Technavio's report, Global Gaming Market 2017-2021, has been prepared based on an in-depth market... Research Beam Model: Research Beam Product ID: 2126705 3500 USD New
Global Gaming Market 2017-2021
 
 

Global Gaming Market 2017-2021

  • Category : ICT & Media
  • Published On : September   2017
  • Pages : 81
  • Publisher : Technavio
 
 
 
About Gaming

The gaming industry has achieved immense success worldwide, evolving from board and video games to games that incorporate the most advanced technologies such as 3D simulations, virtual reality (VR), and augmented reality (AR). The use of gaming hardware and software and the popularity of consumer electronics such as PCs, mobile devices, and gaming consoles have led to the development and commercialization of the gaming industry. The availability of a number of gaming peripherals such as gaming keyboards, consoles, and controllers also enhances the interactive experience for gaming enthusiasts.

Technavio’s analysts forecast the global gaming market to fall at a CAGR of around (7.63%) during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global gaming market for 2017-2021. To calculate the market size, the report considers the revenue generated from different gaming platforms.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio's report, Global Gaming Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• Activision Blizzard
• Electronic Arts
• Microsoft
• Nintendo
• Sony Interactive Entertainment
• Tencent
• Ubisoft Entertainment
Other prominent vendors
• BANDAI NAMCO Entertainment
• ChangYou
• DeNA
• Disney
• Facebook
• Google
• GungHo Online Entertainment
• King Digital Entertainment (King)
• KONAMI
• NCSOFT
• NetEase
• Nexon
• mixi
• SEGA
• SQUARE ENIX
• Take-Two Interactive Software
• Warner Bros. Entertainment
• Zynga
Market driver
• Rise in smartphone and tablet use
• For a full, detailed list, view our report

Market challenge
• Multi-platform functionality
• For a full, detailed list, view our report

Market trend
• Emergence of cloud gaming
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2021 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
• Market outline
PART 05: Market landscape
• Market overview
• Value chain
• Market size and forecast
• Five forces analysis
PART 06: Market segmentation by gaming platform
• Global gaming market by platform
• Global gaming market by TV consoles
• Global gaming market by mobile gaming
• Global gaming market by computer gaming
• Global gaming market by handheld consoles
PART 07: Market segmentation by mode of gaming
• Global gaming market by mode of gaming
• Global offline gaming market
• Global online gaming market
PART 08: Market segmentation by type of gaming
• Global gaming market by type of gaming
• Global casual gaming market
• Global professional gaming market
PART 09: Geographical segmentation
• Global gaming market by geography
• Gaming market in APAC
• Gaming market in the Americas
• Gaming market in EMEA
PART 10: Key leading countries
• China
• US
• Japan
• Germany
PART 11: Decision framework
PART 12: Drivers and challenges
• Market drivers
• Market challenges
PART 13: Market trends
• Emergence of cloud gaming
• Availability of new consoles
• Popularity of VR headsets
• Popularity of indie studios
PART 14: Vendor landscape
• Competitive scenario
• Activision Blizzard
• Electronic Arts
• Microsoft
• Nintendo
• Sony Interactive Entertainment
• Tencent
• Ubisoft Entertainment
• Other prominent vendors
PART 15: Appendix
• List of abbreviations
List of Exhibits
Exhibit 01: Global gaming market landscape
Exhibit 02: Global gaming market value chain
Exhibit 03: Global gaming market 2016-2021 ($ billions)
Exhibit 04: Five forces analysis
Exhibit 05: Global gaming market by platform 2016 and 2021 (% of revenue)
Exhibit 06: Global gaming market by platform 2016-2021 ($ billions)
Exhibit 07: Global gaming market by TV consoles 2016-2021 ($ billions)
Exhibit 08: Global gaming market by mobile gaming 2016-2021 ($ billions)
Exhibit 09: Global gaming market by computer gaming 2016-2021 ($ billions)
Exhibit 10: Global gaming market by handheld consoles 2016-2021 ($ billions)
Exhibit 11: Global gaming market by mode of gaming 2016 and 2021 (% of revenue)
Exhibit 12: Global offline gaming market 2016-2021 ($ billions)
Exhibit 13: Global online gaming market 2016-2021 ($ billions)
Exhibit 14: Global gaming market by type of gaming 2016 and 2021 (% of revenue)
Exhibit 15: Global casual gaming market 2016-2021 ($ billions)
Exhibit 16: Global professional gaming market 2016-2021 ($ billions)
Exhibit 17: Global gaming market by geography 2016 and 2021 (% of revenue)
Exhibit 18: Gaming market in APAC 2016-2021 ($ billions)
Exhibit 19: Share of top two countries in gaming market in APAC 2016 (% of revenue)
Exhibit 20: Gaming market in the Americas 2016-2021 ($ billions)
Exhibit 21: Top five states by number of game companies in the US 2016
Exhibit 22: Gaming market in EMEA 2016-2021 ($ billions)
Exhibit 23: Key leading countries by market share 2016 (% of revenue)
Exhibit 24: Gaming market in China 2016-2021 ($ billions)
Exhibit 25: Gaming market in the US 2016-2021 ($ billions)
Exhibit 26: Gaming market in Japan 2016-2021 ($ billions)
Exhibit 27: Gaming market in Germany 2016-2021 ($ billions)
Exhibit 28: Share of revenue generated from top 10 countries in global gaming market 2016
Exhibit 29: Other prominent vendors

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